Main Board
Creatures (9):
2x Snapcaster Mage
3x Young Pyromancer
4x Delver of Secrets
Instants (19):
2x Remand
2x Spell Snare
2x Timely Reinforcements
2x Electrolyze
3x Path to Exile
4x Lightning Bolt
4x Lightning Helix
Sorceries (12):
4x Gitaxian Probe
4x Serum Visions
4x Treasure Cruise
Lands (20):
1x Celestial Colonnade
1x Sulfur Falls
4x Scalding Tarn
3x Arid Mesa
1x Flooded Strand
2x Steam Vents
1x Hallowed Fountain
1x Sacred Foundry
3x Island
2x Mountain
1x Plains
Sideboard
1x Celestial Colonnade
1x Celestial Purge
1x Timely Reinforcements
1x Wear // Tear
1x Batterskull
3x Dispel
2x Counterflux
2x Negate
1x Porphyry Nodes
1x Supreme Verdict
1x Anger of the Gods
Riding the tcruise with T-pain, this iteration of delver tries to bring a more controlling approach to the now omnipresent UR delver archetype. Not only this, but it has a significant edge in the delver mirror (and many other prominent aggro decks, such as burn) via mainboard timely reinforcements. At a glance, TR seems strange in the mainboard, but it is the key motivation for splashing white. That said, its application is incredibly narrow, and while seemingly dead in several matchups retains some use and, as previously stated, completely busts the delver mirror. This deck also excels at playing a control game, as it's not likely to run out of resources before the opponent, and has 8 lightning bolts + a manland (besides the engine that tcruise provides) to grind its way to a win.
Combo matchups are usually quite difficult. While the deck has plenty of game against storm, Twin, Jeskai Ascendancy and Birthing Pod (arguably combo), it struggles especially against ramp strategies. Anyone wielding a combination of big green creatures, summoning trap, urza lands, etc. generally mean bad news. This is why the sideboard is saturated with counterspells, and may even deserve more.
Ulimately, this deck suffers principally from passive draws. Lack of a t1 delver or t2 pyromancer is troublesome as the deck is not terribly fast and is threat light. Moving forward, it may be best to drop the delvers, add geists, and play some mainboard hard counters, shifting into a UWR tempo/control shell. I have also flirted with the idea of a 4-color burn/control strategy, but suitable numbers elude me. If you have any questions or comments on specific inclusions/numbers, I am happy to answer to the best of my ability. I am a seasoned UWR control player, so my design and sideboard choices reflect that kind of attitude.
If you want to dispatch flying nacatls under the banner of Uncle Sam, you'd be hard pressed to find a more refined list. Have fun slinging cards and doing battle, no matter which 75 you decide to sleeve up!
Bonus: Disney Sultai Delver chant! (to the tune of Under the Sea)
Underground Sea, Underground Sea
Down where it's delver
Insectile flier
Now you take three!
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